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Fist of Guthix Additional Tips-F2P perspective (In Progress)

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Fist of Guthix Additional Tips-F2P perspective (In Progress)

 

 

 

There is already an excellent FoG guide in the Archives of Wisdom, but I feel that a few additions would not hurt. Someone stated that the writer of that guide is gone now, so his guide won't be updated, hence the reason I've written this. The guide is the only FoG guide in the AoW, so it shouldn't be hard to find. As far as I can tell, this is merely additional thoughts/information, not an entire guide to FoG in itself.

 

 

 

I do not play FoG nearly as much as some people, as I merely play when I need something from tokens. However, I feel that a few tips could go a long way.

 

 

 

This will be from a F2P perspective, but I'm sure at least some will be applicable to p2p.

 

 

 

I will assume you know at least where FoG is, what's available there, know what you are given, etc.

 

 

 

Table of Contents:

 

 

 

I. Pre Battle Considerations

 

II. Once Inside: General

 

III. Once Inside

 

A. Offense

 

B. Defense

 

IV. What I use

 

V. Long term Considerations

 

 

 

I. Before you ever step in: Considerations.

 

 

 

1) Don't ever bring a shield. Ever. When you need it, you'll be wielding the stone.

 

 

 

2) Quite a few items don't weigh very much. Amulets, certain gloves, boots, etc. Min maxing as the situation dictates.

 

Examples:

 

-fighting and leather boots weigh a combined .3 kg (which rounds down) switch freely as needed

 

-Amulet of Power and Amulet of Magic weigh 0 kg, switch to Magic when maging, it's worth it.

 

 

 

3) For comparable items that match in weight, pick only the one that most fits you, unless that's not possible

 

-Because I never range in FoG, I only take rune gaunlets(0kg) and runecrafter's gloves(1 kg). The rc gloves give the same mage def as green d'hide, and are the best f2p mage offense gloves to boot

 

 

 

4) Enter immediately ready. By that I mean either fully in defensive gear, or fully in offensive gear.

 

 

 

5) Very carefully consider if you want to use heavy armor. In my experience nearly anyone playing can range or mage with some competence, usually paired with a seconds style, which is flexible. Range and mage really do cut through rune. While you can throw on different armors, you'll always be burdened with the weight (random note skirts weigh less than legs), which will hurt you for sure as a hunter, as well as when you're hunted (less so as a hunted if you're a center defender, though)

 

 

 

6) Turn chats off. The fewer distractions the better.

 

 

II. Once Inside: General

 

Do pay attention to your opponent whatever position you are in for the first part. Sure you know your opponent is named XYZ, but learning their combat level, what color their name is, etc takes only a second and will save you much grief if they're using less than perfect crowd shielding.

 

 

 

III. Once Inside:

 

A. When on Offense:

 

I feel the most pressure is when you're first and on offense, since unless you are supremely competent in your survival, you are running against the clock, not with it. As the hunter your options are very limited. YOu must find your prey, and you cannot nearly influence what your prey does as much as the prey can influence you.

 

 

 

I highly suggest wearing full distance offense gear to start with as the hunter. Only use melee if they are either non-moving or if it's vastly superior to your other combat abilities. Strategies for actually locating your prey are covered in great detail in the other guide. One thing to note, on heavily crowded worlds, often your field of vision on the minimap is of a much smaller circumference than it normally is. Work accordingly. Also, try to maximize your run regeneration.

 

 

 

When dealing with wall huggers, remember this: Yes they can be a PITA to kill, but they are gathering charges very very slowly.

 

 

 

When dealing with house huggers: Know that they know that hunters generally quickly run to another house. Take comfort in the fact that they aren't getting charges and are taking damage faster than others.

 

 

 

When dealing with "Strategists": Counter guess their guesses as best you can. Get good with your camera so you can start auto casting *right* before they teleport away from that edge into the maelstrom in the center. Use fast weapons to counter prayer flashing. Utilize the offensive prayers.

 

 

 

Thoughts on Binding: Binding is nice, but vs a moving target, I really do like to just keep auto-casting/shooting. Not against binding when a good opportunity shows itself, though.

 

 

 

B. When on defense:

 

I feel that overall level plays a bigger role when on the defensive. You have more prayer, defensive armor options, overall magic level, etc if you're higher leveled usually, which really does make a difference even though your stats are reduced.

 

 

 

Get used to running. A lot. Sure that stone is ridiculously heavy, so you'll have to hit the center when possible, but running is good.

 

 

 

However, one thing very important to consider: more reward for more "risk". I've won a fair number of matches just immediately teleporting to the center and being a competent center defender. The fact that the amount of charges gained in the center is just so much higher than anywhere else cannot be ignored.

 

 

 

Learn to recognize attack style changes and switch armor/prayer effectively. That one extra free hit they don't get in can be the difference between bandage and death.

 

 

 

Always make your opponent work. So you've been doing fine near the center, but you're finally out of food and low on prayer? Just run to one house, loop it, then run to the opposite house, and loop it. You'll likely get another center charge while crossing, perhaps a charge while looping each house, all the while squeezing out whatever you can out of that run energy that would otherwise go to waste if you just took the final few hits.

 

 

 

 

 

 

 

 

 

IV. What I use/bring (Trimming Optional):

 

Offensively:

 

1x Rune Scimitar

 

1x Amulet of Power

 

1x Elemental Staff

 

1x Amulet of Magic

 

1x Runecrafter Hat

 

1x Runecrafter Gloves

 

1x Runecrafter Robe

 

1x Runecrafter Skirt

 

1x Explorer Ring-3

 

 

 

Defensively:

 

1x Team Cape

 

1x Leather boots

 

1x Fighting Boots

 

1x Rune Gauntlets

 

1x Green D'hide Body

 

1x Green D'hide Chaps

 

 

 

As you can see, my offense is mage and melee based, defense is primarily anti-magic. I am indeed weak to melee and range, but I feel that less weight allows me to avoid melee fairly well with movement oriented strategies when used in conjunction with prayer. As for range, I really don't see many people ranging offensively. Perhaps I'm just lucky. Also, I'm not sure if lost arrows are truly lost (i.e. do arrows that don't appear on ground lost forever in the game?) If they're lost, FoG can become a fairly costly proposition with little monetary compensation. I am no fan of degrading gear, hence my choice of RC robes over say druid or combat robes.

 

 

 

V. Long term Considerations

 

1) Level magic, it's the only stat that provides both offense and defense.

 

2) Raise your overall and combat levels. More tokens, and a higher level does make things a bit easier combat wise.

 

3) Gather the cash needed to equip the best you can within reason.

 

 

 

Will add as time permits me.

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